chore: cal glDeleteTextures on program exit
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d7e3d34726
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@ -64,7 +64,7 @@ pub const Gui = struct {
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const ctx = SDL.SDL_GL_CreateContext(window) orelse panic();
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if (SDL.SDL_GL_MakeCurrent(window, ctx) < 0) panic();
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gl.load(ctx, Self.glGetProcAddress) catch @panic("gl.load failed");
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try gl.load(ctx, Self.glGetProcAddress);
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if (SDL.SDL_GL_SetSwapInterval(@boolToInt(config.config().host.vsync)) < 0) panic();
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const program_id = try compileShaders();
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@ -164,9 +164,10 @@ pub const Gui = struct {
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gl.deleteBuffers(1, &buffer_ids[1]); // VBO
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gl.deleteVertexArrays(1, &buffer_ids[0]); // VAO
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}
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const vao_id = buffer_ids[0];
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_ = Self.generateTexture(cpu.bus.ppu.framebuf.get(.Renderer));
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const tex_id = Self.generateTexture(cpu.bus.ppu.framebuf.get(.Renderer));
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defer gl.deleteTextures(1, &tex_id);
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const thread = try std.Thread.spawn(.{}, emu.run, .{ &quit, scheduler, cpu, &tracker });
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defer thread.join();
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@ -250,7 +251,6 @@ pub const Gui = struct {
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pub fn deinit(self: *Self) void {
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self.audio.deinit();
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// TODO: Buffer deletions
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gl.deleteProgram(self.program_id);
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SDL.SDL_GL_DeleteContext(self.ctx);
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SDL.SDL_DestroyWindow(self.window);
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